Races

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The majority of Kith Kanaan are perfectly mundane. It is possible however, for a character to have supernatural heritage, making them something ‘more’ than a mere mortal. The character’s ancestors may have bred with the divine, faerie, or infernal, or the character may be connected to the ancient dragons of old, or have the blood of some mythic race flowing within them. Others may be savages, someone who has drawn on their primal instincts to become a berserker, able to tear apart anyone who angers them. Or, the character may be from the broken world of Rym, seeking refuge from the horrors there, or rallying allies to come back with them. Mythic and Outsider Races grant three free Powers, and offer a discount on another six Powers. Bloodline Races grant a discount on nine Powers instead. Each Race also has access to a Merit. Merits are innate abilities which manifest through the character’s blood, unique to that particular Race.

Cost: 40 DP for one, 30 DP per additional Race
Discount: -10 if from a Favoured Nation
Bonus: -20 DP discount when buying a Favoured Sorcery (stacks with National discount for Sorcery)


Step Three Attributes


Contents

Races

Race
Favored Nation
Featured Sorcery Merit Innate Powers

Divine Bloodline

Divine ancestry, connected to one of the pantheons of Kith Kanaan. Someone in the character’s history drew the attention of one of the divine servants of the gods. A few cultures have stories of dalliances between the divine and the mortal, but there are some nations where such heritage may result in the death of the divine-touched.

Angel
Anansie, Heartlands, Hinde, Tarantis
Path of the Chorister Redemption None
Archon
Aregon, Drachen
Path of the Chorister Prescience None
Daeva
Ajani Plains, Drachen, Shire Lands
Path of the Chorister Purity None
Omi-Kami
Carcassonne, Chang’Na, Naipon
Path of the Chorister Authority None

Faerie Bloodline

Those born with the blood of the faeries are watched with suspicion and are sometimes even persecuted, depending on what blood flows their their veins. The people of Kith Kanaan consider faeries an unknown factor, and there are legends of changelings and young stolen by the fae which keep most people on their toes.

Animae
Carcassonne, Chang’Na, D'Remes, Greenheart, Northern Wilds, Roan Isles, Wold
Path of Veils Bonding None
Dao
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
Path of Veils Dao None
Djinn
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
Path of Veils Djinn None
Ifrit
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
Path of Veils Ifrit None
Marid
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
Path of Veils Marid None
Miko-Kami
Carcassonne, Naipon
Path of Veils Favour None
Shade
Anansie, Heartlands, Hinde, Rath Sliabh Dorca
Path of Veils Shade None
Sidhe
Aregon, D’Remes
Path of Veils Kenning None

Infernal Bloodline

Those who carry the blood of the infernal are often turned against with prejudice and hatred. It is often believed that the infernal-blooded carry the corruption and the sins of their infernal lineage, and it is almost impossible to convince any normal person otherwise. This prejudice often becomes a self-fulfilling prophesy, as the victims of such hate often lash out against the world around them, becoming as dark as their reputations make them out to be.

Destroyer
Aramous, Badlands, Heartlands, Savage Coast, Sinking Lands
Spiral Path Savagery None
Devourer
Anansie, Greenheart, Heartlands, Hinde, Savage Coast, Sinking Lands
Spiral Path Hunger None
Enticer
Anansie, Chey Sart, Hinde, R’Tal, Sinking Lands
Spiral Path Unbound None
Yokai
Carcassonne, Chang’Na, Naipon
Spiral Path Third Eye None

Mythic

Not bloodlines, the mythic races are the mundane equivalent to the wild supernatural beasts that exist in Kith Kanaan. While these races have some of the abilities of their supernatural counterparts, they are not nearly as powerful. Most mythics are viewed with awe or fear, depending on the reputation of the race they mirror. Those races with wings usually have a wing span of two-and-a-half times their height.

Draconian
Drachen, Northern Wilds
Azure Path Legacy Dragon Breath, Natural Weapons, Wings
Griffin
Aranous, Tarantis
The Ashen Path Majesty Natural Weapons, Scream, Wings
Pegasus
Ajani Plains, Aregon, D’Remes, Roan Isles, Wold
Path of Awakening Liberty Alacrity, Sixth Sense, Wings
Phoenix
Anansie, Chang’Na, Hinde, Tarantis
Path of Suleiman Fiery Rebirth, Frozen Rebirth Aura (Harming), Longevity, Wings
Sphinx
Anansie, Badlands, Chey Sart, Hinde
Path of Twilight Enigma Longevity, Tongues, Wings
Unicorn
Ajani Plains, Aregon, D’Remes, Rath Sliabh Dorca, R'Tal, Tarantis
Path of Amairgin Immaculate Longevity, Immortal, Strong Soul

Outsider

Except for the Savage Race, all Outsiders come from the world of Rym, a world of dead gods slowly being devoured by a force called ‘The Eater’. The lutrai were the first race to discover Rym, but since that time many of the races of Rym have come to Kith Kanaan seeking refuge and a chance to recover and thrive. Some return to Rym to continue the war, while others have given up their home as a lost cause.


Aven
Topanga
Path of Awakening Aven Vision (Constant), Plume Ambush, Anti-Magic, Imitation
Cepn
Rym
Path of Twilight Moon Touched Alacrity, Sense (Echolocation), Scream
Hoomiku
Rym
Path of the Artificer Eidetic Iron Will, Sense (Dark Vision), Tolerance (Glamour)
Koba
Rym
Path of Awakening Earth Touched Sense (Dark Vision), Vitality, Water Baby
Lapix
Rym
Path of the Witch Water Touched, Wind Touched Alacrity, Leap, Longevity
Lutrai
Ajani Plains, Shire Lands, Roan Isles, Rym
Path of the Witch Sun Touched, Water Touched Tolerance (Disease), Vitality, Water Baby
Myrix
Rym
Path of the Witch Sun and Moon Ambush, Longevity, Loosen Tongue
Quimi
Nahuatl
Path of Awakening Vox Alacrity, Cling, Imitation
Savage
Chey Sart, Greenheart, Northern Wilds, Roan Isles, Savage Coast, Wold
Path of the Wild Feral Alacrity, Natural Weapons, Resilience
Skole
Rym
Path of Awakening Earth Touched, Fire Touched Sense (Dark Vision), Tolerance (Cold), Vitality

Special: Merits

All Merits require 5 Essence to activate for Bloodlines and Mythics. These are the innate powers that flow through the veins of those with supernatural heritage. At Growth 4, the Essence Cost is reduced to 3. At Growth 7, the Essence Cost is reduced to 1. True Supernatural Creatures and Outsider characters of the appropriate race can activate these merits for only 4 Essence. At Growth 4, the Essence Cost is reduced to 2. At Growth 7, the Essence Cost is reduced to 0

Merits are expensive, to represent the fact that not every member of a race has immediate access to their racial abilities. Those of exceptional quality are known for their supernatural talents which go beyond that of the normal members of their race, and as such only a character of strong will are able to draw upon these abilities.

Angel (Redemption)

The character spends an Action, touching a helpless or willing target. If the recipient has followed the Laws of the Joshuites for the last seven days, they feel refreshed, and regain all Essence and Health. If they have broken any of the Joshuite Laws within the last seven days, they feel sorrow and lose all Essence. The recipient then makes a Spiritual + Meditation roll against the character, with a Difficulty (Resolve + Growth). If the recipient fails, they can not knowingly or willingly break Joshuite Law for seven days. This power manifests as a golden, holy light around the character’s head, much like a halo.

Archon (Prescience)

The character spends an Instant Action, and gains acute awareness of the region around them and everything taking place there. The character can sense, peripherally, the Tapestry and everything that is connected to it. For the next Scene, the character is capable of acting and moving in harmony with the Tapestry, following the simplest course to the resolution they desire. The character adds their Growth to their Initiative in combat, but can use their Actions at any time, in any manner they see fit. All Actions the character has become reflexive, performed in response to the Actions of others, and can interrupt any Action, including Instant Actions. The character is also capable of knowing the intended actions of anyone who has a Resistance less than the character’s (Mental + Growth) for the Scene. This is an Free Action on the part of the character, as they briefly focus on the target. Prescience does not work against those who are outside the Tapestry, such as any creature which is from another Realm. This power manifests as the character’s movements flickering before them with a soft silver glow just before they perform an Action, outlining the path they intend to take within the Tapestry, though witnesses are not capable of using this knowledge to their advantage.

Daeva (Purity)

The character spends an Action, touching a helpless or willing target. The recipient regains an amount of Health and Essence equal to the character’s (Growth). Additionally, until the next sunset gains True Immunity (Disease and Poison). The recipient can not be affected by Touch of Death during this period of time. The recipient also becomes immune to all offensive Powers used by True Undead and True Infernal creatures while protected by this merit. This power manifests as a soft amber light around the character, and glows briefly where the character touches the recipient.

Omi-Kami (Authority)

The character spends an Instant Action, becoming beautiful and terrifying to behold for the Scene. Anyone attempting to act in a manner which is not truly respectful and courteous or who wishes to perform a hostile Action against the character loses a number of Successes equal to the character’s (Growth). If the target who is hostile or disrespectful has a Resolve higher than the character’s Growth + 3, they may spend 2 Essence for each Action they wish to remain free of the influence of the Merit’s. Any action which does not involve a roll made against the character are done in the most polite manner possible or are simply not done at all while failed actions are averted due to deference to the character’s ‘superiority’.

Animae (Bonding)

The character spends an Instant Action and becomes connected to one natural aspect of the landscape; such as a lake, forest, desert, or prairie. For the Scene, the character is protected from the environment and anything within it. They can not be poisoned, injured, hindered, or harmed by the region they have bonded to. In addition, while within the region, the area will animate to protect the character from harm, increasing the Difficulty of all hostile actions against the character by the character’s Resolve + Growth. This power manifests as the character gaining physical traits of the region they have bonded to.

Dao (Dao)

The character spends an Instant Action and activates this power for the Scene. While standing on the earth, the character regenerates a number of Health per Round equal to their Growth. In addition, the character will not suffer from falling damage or impacting into anything made of stone or earth. While this power is active, stones and loose soil float in a ring around the character’s feet.

Djinn (Djinn)

The character spends an Instant Action and activates this power for the Scene. The character creates a wind around them which allows them to regenerate a number of Health per Round equal to their Growth. In addition, the character can not fall or be thrown, simply floating to the ground and landing harmlessly. While this power is active, winds blow around the character, picking up any loose material.

Ifrit (Ifrit)

The character spends an Instant Action and activates this power for the Scene. While under the light of the sun or within the glow of a flame, the character regenerates a number of Health per Round equal to their Growth. In addition, the character can not be harmed by fire or heat. While this power is active, the character is covered in an aura of flame.

Marid (Marid)

The character spends an Instant Action and activates this power for the Scene. While standing in water or soaked in water, the character regenerates a number of Health per Round equal to their Growth. In addition, the character can not be drowned or harmed by water. While this power is active, the character glows with a soft blue light.

Shade (Shade)

The character spends an Instant Action and activates this power for the Scene. While under the light of the moon or within darkness, the character regenerates a number of Health per Round equal to their Growth. In addition, the character can see in darkness with perfect clarity. While this power is active, the character possesses a faint aura of darkness about them.

Miko-Kami (Favour)

As an Instant Action, the character can command lesser spirits for the Scene, summoning them to act as the character wishes. These lesser spirits manifest within the mundane animals and landscape around the character, so that a rock may leap to strike an opponent, or vines may entangle an intruder, or a dog may turn against its master. The character can choose one object each Round and command it. This object gains a number of Powers equal to the character’s Growth, chosen by the character. The spirit’s Attributes are equal to half that of the character (round down), but possesses no Skills. The character can command a number of such spirits equal to their Growth. While this power is active, the character glows with a faint blue or red light.

Sidhe (Kenning)

As an Instant Action, the character can create a number of unintelligent creatures or items for the Scene. The character can create a number of items equal to their Growth, which must have a Cost and Bulk of less than the character’s Spiritual Attribute + Size. The creations remain ‘real’ for the Scene, and fade at the end of the duration. These creations act exactly as their normal counterparts would, and are considered ‘exceptional quality’ by default - though they do not possess any exceptional traits. While this power is active, the character seems to have an unnatural shimmering effect about them like a heat ripple.

Destroyer (Savagery)

As an Instant Action, the character can draw on their demonic heritage for the Scene. The character’s Physical Attribute is increased by their Growth, and their Soak is replaced by their modified Physical score. In addition, the character’s unarmed and innate attacks become Damage (Growth + 3). While this power is active, the character’s body seems to strain and grow with the character’s unnatural strength.

Devourer (Hunger)

As an Instant Action, the character can draw on their limitless hunger for the Scene. The character can eat anything, regardless of material or size. The character’s stomach becomes an abyss, and the character can bite off and swallow nearly anything that can fit in their mouth. The character’s bite attack becomes Damage (Growth +3), and can bite through anything with a Hardness less than the character’s Physical Attribute. The character ignores Soak, and can even bite incorporeal objects. In addition, the character’s mouth and jaws can stretch, allowing it to swallow whole anything up to two Sizes smaller than it. Once something is devoured, it becomes lost to the Abyss. While this power is active, the character’s teeth become longer, and take on the shape of needles.

Enticer (Unbound)

As an Action, the character is capable of bypassing any restraint used against them. For the Scene, they can pass through magical wards, open locked doors, or ignore mental or emotional control. The character either reduces the successes of the barrier they are attempting to bypass, or gains a number of minimum successes to their roll to bypass, equal to the character’s (Spiritual Attribute + Growth). In addition, the character can choose one person per Round to influence. This person’s Resolve is reduced by the character’s Growth for the Round. While this power is active, the character’s eyes become reflective, any light producing a soft red glow in the back of the character’s eyes.

Yokai (Third Eye)

As an Instant Action, the character can open their third eye, granting them insight into the flaws and weaknesses of the world for the Scene. The world appears to have a series of flaws and lines along everything, and the character can use these weaknesses to their advantage. When performing an Action against someone, the character uses the lowest of the target’s Defence, Resistance, or Resolve, and reduces the number by the character’s Growth to determine the actual Difficulty of the Action. The character ignores any bonuses to these Traits which are not specifically granted by an Ability, Gift, Merit, Power, or Talent. Bonuses from equipment, spells, or other outside influences are simply ignored. In addition, the character is capable of performing physical attacks against incorporeal opponents. When an opponent wishes to use an Action against the character, they must use the lowest Attribute they possess, and if the character gains additional successes, these are reduced by the character’s Growth. Bonuses from equipment, spells, or other outside influences are nullified for the roll. While this power is active, the character’s third eye opens, a vertical slit in the middle of the character’s forehead. This eye glows with a violet light.

Draconian (Legacy)

As an Instant Action, the character draws on the heritage of their dragon line for the Scene. The character adds their Growth to their Size and Physical Attribute, and the character’s Soak becomes (Growth + 3). The character’s claws and teeth become more dangerous, and their wings become stronger. If the character has a dragon’s tail, it becomes a more dangerous weapon as well. All such weapons gain Damage (Growth + 3) for the duration. When this power is active, the character grows larger, becoming more draconian.

Griffin (Majesty)

As an Instant Action, the character gains the benefits of this power for the Scene. The character adds their Growth to their Social Attribute and Resolve. In addition, the character may choose to replace their Physical Attribute with their Social Attribute when making unarmed attacks or using innate weapons. When this power is active, the griffin’s plume becomes brighter and flares.

Pegasus (Liberty)

As an Instant Action, the character can gain protection from outside influences for the Scene. For the duration, when anyone attempts to roll against the character’s Defence, Resistance, or Resolve, the opponent needs a number of successes equal to the character’s Growth, or the action simply fails. If the Action does succeed, then all successes count for the Action as normal. In addition, the character adds their Growth to their Physical Attribute to determine their carrying capacity during flight.

Phoenix (Fiery Rebirth)

Any time the character must make a Death Save, they may choose to activate this Power. The character explodes into a ball of flame with an area of effect equal to twice the character’s (Size + Growth) in feet for one Round. The character adds their Growth as Additional Successes to the Death Save, and for each Success rolled, the character regains one Health while those caught in the area suffer one Wound per Success, which ignores Armour for purposes of Soak. In addition, the character is completely immune to flame and fire-based damage, even if it is magical in origin. This last effect does not cost Essence to use.

Phoenix (Frozen Rebirth)

Any time the character must make a Death Save, they may choose to activate this Power. The character is encased on a cocoon of ice with an area of effect equal to twice the character’s (Size + Growth) in feet for one Round. The character adds their Growth as Additional Successes to the Death Save, and for each Success rolled, the character regains one Health while those caught in the area suffer one Wound per Success, which ignores Armour for purposes of Soak. In addition, the character is completely immune to ice and cold-based damage, even if it is magical in origin. This last effect does not cost Essence to use.

Sphinx (Enigma)

As an Instant Action, the character can attempt to augment any roll to decipher a puzzle or enigma, including dealing with codes, metaphors within a piece of writing, or deciphering ancient texts. The character, when this power is activated, gets a number of additional successes equal to their Growth. Additionally, the character may spend an Action, posing a Mystery to someone. This Mystery is a mystical speech, understood by a number of people equal to the character’s Growth. The character makes a Mental + Occultism roll, and if they gain more successes than the listener’s Resolve, the target is seized by the Mystery, trying to unravel it. For a number of Rounds equal to the character’s Occultism Skill, the target increases the Difficulty of all Actions made by the character’s Growth. If the target is attempting to Concentrate for any reason and the roll against them succeeds, Concentration is broken.

Unicorn (Immaculate)

As an Action, the character can touch an individual with their horn. The subject is restored to full Health, and as a secondary effect any and all outside influences on the subject, from any source, helpful or harmful, has the potency or rating of the influence reduced by the character’s Growth. If this reduces the potency to zero or less, it is removed. Additionally, any time the character spends Essence, for any reason, this secondary effect is activated upon the character immediately. The character’s horn has a Damage (Growth +3) and can bypass Soak.

Aven (Aven Vision)

Aven can see a range of Might x 100 yards with clear conditions, and adds their Might to the Range Trait of all ranged weapons due to increased accuracy.

Aven (Plume)

Aven begin a process of transformation when they become adults, adapting to their role in society. The Aven chooses one Skill for each level of Growth which becomes a Special Skill for the Aven. The Aven gains bonus dice to these Skills equal to the Avens Might when this Merit is activated.

Cepn (Moon Touched)

As an Instant Action, the character gains the blessing of Nyx, one of Rym’s goddesses. Nyx has been reborn, and has placed her blessing upon the survivors of her chosen people. The blessing of the goddess of Night and Secrets remains upon the Cepn for the Scene, allowing them to blend with the shadows and move with complete silence. The Cepn adds their Growth as Additional Successes to all Larceny and Stealth rolls. In addition, attempts to discern the Cepn’s presence using means other than mundane Skills have their Successes reduced by the Cepn’s Growth. Cepn are capable of gliding, their forearms doubling as wings. The character’s base gliding Speed is equal to half the character’s Speed for every one yard the character drops in altitude. The character can attempt to keep their current altitude by making a Physical + Acrobatics roll against a Difficulty of 5. Each Success reduces the rate of descent by one foot (and enough successes will allow the Cepn to increase their altitude). Cepn flight is very silent, and the Cepn can add their Growth to any attempts to ambush opponents while airborne. A Cepn may remain freely gliding for a number of minutes equal to their Physical + Endurance + Growth before they begin making Endurance rolls to resist fatigue. This last benefit does not require this Merit to be activated, and is always available.

Hoomiku (Eidetic)

While not blessed by the Rymnian gods, the Hoomiku are not without their own talents. The Hoomiku are technological geniuses and may activate this Merit as part of a Crafting or Artificing Project. By activing this Merit and committing the Essence at the beginning of the project, the Hoomiku may do all of the following: The Hoomiku gains a number of Additional Successes equal to twice their Growth on any Skill Rolls for an Artificing or Crafting project. They increase the Pool' for an Artificing Project equal to twice their Growth. They may add a number of additional Exceptional Traits to a Crafting Project equal to their Growth. In addition, Hoomiku have an Eidetic Memory, and are capable of remembering anything they encounter or are exposed to. By activating this Merit and spending an Action, the character can remember anything they have experienced with perfect clarity. This manifests as if the character had a Lore Skill equal to the character's Growth + 3. The character may use this Lore Skill as if they had the appropriate Specialty. This benefit remains for the Scene.

Koba (Earth Touched)

As an Instant Action, the character gains the blessing of Arka, one of Rym’s goddesses. Arka is believed to be slain, but her gift remains active among her chosen people. The blessing of the goddess of Earth remains upon the Koba for the Scene, granting the Koba the ability to blend in with their terrain, becoming a part of the natural world. The Koba may use either their Stealth or Survival Skill to remain unseen as long as they do not move, gaining a number of Additional Successes equal to their Growth. In addition, while this Merit is active, the Koba understands the strength and weaknesses of any natural material they touch, such as bone, clay, leather, stone, or wood. The Koba can choose to either increase or decrease the Hardness of such materials by their Growth as long as they remain in contact with it. If this reduces the object’s Hardness to 0, the object must make an immediate Death Save (at 1 die), or be destroyed. While an object is modified in this fashion, the object’s Health is adjusted, and any rolls made against the object’s Hardness uses this modified Hardness. Finally, Koba are small whirlwinds of destruction, and add their Growth to their Damage when using an unarmed, natural attack (including their heads and tails). This last benefit does not require this Merit to be activated, and is always available.

Lapix (Water Touched)

As an Instant Action, the character gains the blessing of Ios, one of Rym’s goddesses. While Ios is thought to have been destroyed, the blessing of the Water Goddess remains with her chosen people. The blessing of Ios remains upon the Lapix for the Scene, allowing them to move fluidly and gracefully. The Lapix’s Initiative is increased by twice the Lapix’s Growth. While this Merit is active, the Lapix has perfect balance and can stand upon any surface that can support their weight without falling, granting them a number of Minimum Successes equal to their Growth to maintain balance. In addition, the quick, fluid movements of the Lapix makes them frustratingly hard to combat as they evade nearly all melee attacks. The Lapix, when using Dodge as an Active Defence, reduces the Successes of any melee or unarmed attack against them by their Growth at all times, without needing to activate this Merit. Finally, Lapix are incredible cooks and add a number of Minimum Successes equal to their Growth on all Artistry, Profession, and Survival Rolls involving the finding, preparation, and serving of food. This last benefit does not require this Merit to be activated, and is always available.

Lapix (Wind Touched)

As an Instant Action, the character gains the blessing of Cira, one of Rym’s goddesses. While Cira is thought to have been destroyed, the blessing of the Wind Goddess remains with her chosen people. The blessing of Cira remains upon the Lapix for the Scene, allowing them to move smoothly and quickly along any surface like the wind. The Lapix’s Speed is increased by twice the Lapix’s Growth and jumping distances are multiplied by the Lapix’s Growth. While this Merit is active, the Lapix can move across any surface as if they were near-weightless. While the Lapix can not stand upon a wall or ceiling, they can run across falling leaves or over water, or spring off a wall to sail into the air with perfect grace. The Lapix however must be moving for this Merit to benefit them. In addition, the quick, fluid movements of the Lapix makes them frustratingly hard to combat as they evade nearly all ranged attacks and projectiles fired upon them. The Lapix, when using Dodge as an Active Defence, reduces the Successes of any ranged attack against them by their Growth at all times, without needing to activate this Merit. Finally, Lapix are incredible cooks and add a number of Minimum Successes equal to their Growth on all Artistry, Profession, and Survival Rolls involving the finding, preparation, and serving of food. This last benefit does not require this Merit to be activated, and is always available.

Lutrai (Sun Touched)

As an Instant Action, the character gains the blessing of Kij, one of Rym’s goddesses. Kij survived the destruction of the gods with the Lutrai’s help, and has placed her blessing upon the her chosen people. The blessing of the goddess of the Sun and Life remains upon the Lutrai for the Scene, protecting them against ill health and dark magics. While this Merit is active, the Lutrai is immune to any Infernal or Undead Merits and Powers. If the character is the target of an Infernal or Undead effect, including being touched by one, or if the Lutrai is the target of a Infernal or Shadow Spell, Kij’s light pours through the connection, inflicting an amount of Damage equal to twice the Lutrai’s Growth. This effect can only be soaked by the victim’s Spiritual Attribute. In addition, the Lutrai is immune to any and all diseases and poisons, being immediately cured as soon as this Merit is activated. Finally, the Lutrai may touch one person per Round and heal them one point of Health. An individual may only benefit once per Scene from this effect, and if the person is dying, they are saved. A person who just died within a number of Rounds equal to the Lutrai’s Growth may make an additional Death Save, with a bonus equal to half the Lutrai’s Growth (round up). Lutrai are incredibly cheerful and positive, and their optimistic approach to life reduces the Successes of any attempts to control or change the emotions of them or their nearby friends in a negative way by the Lutrai’s Growth. This last benefit does not require this Merit to be activated, and is always available.

Lutrai (Water Touched)

As an Instant Action, the character gains the blessing of Ios, one of Rym’s goddesses. While Ios is thought to have been destroyed, the blessing of the Water Goddess remains with her chosen people. The blessing of Ios remains upon the Lutrai for the Scene, granting the Lutrai the quickness of the sea. The Lutrai’s base Swimming Speed is equal to their normal Speed, and the Lutrai adds twice their Growth to this Speed (in addition to the benefits of Water Baby) as well as to the number of minutes the Lutrai can hold their breath. The Lutrai, while in the water, adds their Growth to their Initiative and suffers no penalties to physical actions performed in water. Water-Touched Lutrai is incredibly hard to grapple or hold. Any attempt to hold, grapple, or entangle the Lutrai loses a number of Successes equal to the Lutrai’s Growth. Finally, Water-Touched Lutrai regenerate one Essence per Round while in water, without needing to activate this Merit. Lutrai are incredibly cheerful and positive, and their optimistic approach to life reduces the Successes of any attempts to control or change the emotions of them or their nearby friends in a negative way by the Lutrai’s Growth. This last benefit does not require this Merit to be activated, and is always available.

Myrix (Sun and Moon)

Myrix are touched by Kij and Nyx, both having sway on the Myrix. The Myrix always gain a permanent Skill bonus to their Artistry, Craft, and Perform Skills equal to the Myrixs Growth. In addition, while the sun is up, the Myrix may activate this Merit to gain additional dice on all Skill rolls involving their Mental Attribute equal to the Myrixs Might for the Scene. While the moon is up, the Myrix may activate this Merit to gain additional dice on all Skill rolls involving their Social Attribute equal to the Myrixs Might for the Scene.

Quimi (Vox)

The Quimi are capable of speaking and hearing in the ultrasonic range. This allows them to communicate with one another beyond the hearing of anyone around them, and allows them to also navigate in darkness without any penalty. A Quimi, capable of speaking, has a range of sight using sonar that extends out Might x 25 yards. This sound can be used to stun opponents. By activating this Merit as an Action, the Quimi can make a Social + Endurance roll against an opponents Resolve. The Successes of the roll increase the Difficulty of all actions performed by the target for a number of Rounds equal to the Quimis Might. Only one person can be stunned.

Savage (Feral)

As an Instant Action, the character can activate this power for the Scene. The character adds their Growth to their Defence, Resistance, and Resolve, which can not be reduced below the character’s Growth for the duration. In addition, the character adds (Growth + 5) to their Initiative and Speed. While this power is active, the character becomes more feral, finding it difficulty to speak full sentences beyond making primal sounds.

Skole (Earth Touched)

As an Instant Action, the character gains the blessing of Arka, one of Rym’s goddesses. Arka is believed to be slain, but her gift remains active among her chosen people. The blessing of the goddess of Earth remains upon the Skole for the Scene, granting the Skole the goddess’ resilience. The Skole reduces the Potency of any environmental effects, including natural poisons or diseases, by the character’s Growth when it is applied to them. In addition, the character may move quickly and decisively, sacrificing Defence for Speed and Initiative for a Round. At the end of the Round, the Skole may reduce their Defence by up to Growth + 3, to a minimum of 0, and increase their Speed and Initiative by twice the amount for the following Round. In addition, the character may go into a rage when they are injured. On the Round after the Skole has taken a Wound, they may increase the Damage they will inflict with any Melee or Unarmed Attacks made that Round by an equal amount, up to the Skole’s Growth. Being healed before the attacks are made negates this bonus. Finally, the Skole adds their Growth as Additional Successes on all Awareness, Search, and Survival rolls when in natural terrain. This last benefit does not require this Merit to be activated, and is always available.

Skole (Fire Touched)

As an Instant Action, the character gains the blessing of Ixra, one of Rym’s goddesses. Ixra is believed to be slain, but her gift remains active among her chosen people. The blessing of the goddess of Fire remains upon the Skole for the Scene, granting the Skole the goddess’ tenacity. The character’s natural Soak becomes (Growth + 3) and the Skole gains a number of Minimum Successes on all Death Saves equal to twice their Growth for the Scene. In addition, until the Skole is actually dead, they can operate at 0 Health. The Skole may also choose to sacrifice Defence for Damage. The character may reduce their Defence by up to the character’s Growth + 3 for a Round, to a minimum Defence of 0, and gain a number of Additional Successes to their melee or unarmed attack equal to the amount sacrificed. If the attack hits, the Damage of the attack is increased a like amount. Finally, the Skole adds their Growth as Additional Successes on all Awareness, Search, and Survival rolls when in natural terrain. This last benefit does not require this Merit to be activated, and is always available.

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